This means you don't have to have folded constants throughout the tree/state in
order to evaluate them, which makes the early passes less awkward to manage.
The rendering code now takes the type it's aiming for, so it can produce a
value of exactly the same type as the expression that was being folded
originally (rather than trying to work it out for itself).
Subscripting Infer gives you Infer.
This also makes trivialSubscriptType handle user types in the same way as
subscriptType. (There probably isn't much reason to have both any more, since
subscriptType doesn't do the checks it used to do.)
It's redundant, since you can always compute them from the variable, and it
makes the code that deals with actuals rather cleaner.
On the other hand, it slightly complicates some of the tests, because any names
you use in an Actual need to be defined...
Various infrastructure too to support these.
Doing A.ForEach raised an interesting question: what does it work over? In
plain occam it'd just be arrays, but it should obviously work for lists too.
This suggests that Size and Subscript should work on lists as well, since
ForEach will be implemented in terms of them. I've therefore introduced the
idea of a "sequence" class of types.
This used not to be a problem, but there's now quite a lot of stuff predefined
in the state when testing the typechecker, so it tends to obscure the real
error...
This provides gmapMFor and gmapMFor2, which are like gmapM, but know what
they're looking for, and can therefore avoid going down branches of the tree
that won't contain any interesting types.
The basic approach is quite similar to Uniplate's PlateData: there's a function
(containsType) that'll tell you whether one type is contained somewhere within
another. However, unlike Uniplate, we build a static IntMap IntSet of the types
we need to know about, which allows rather quicker lookups. (I did try using
PlateData first.)
The result is that applyDepthM is now much quicker than it was before.
applyDepthM2 is a bit less impressive, which I assume is because it can't
really prune the tree much if it's looking for two types.
Future enhancements:
- convert more passes to use applyDepthM*;
- make gmapMFor* aware of constructors rather than just types, which should
allow a bit more pruning.